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Posted (edited)

I have created a map based upon all of the "official" Star Wars galactic maps I could find and have created a map that I feel comes very close to being as accurate as possible without editing tools.  If you would just like to use the map, leave out the gameconstants file, and it should work.  If you're making a mod with my map, please mention Magnus57 :)

 

Features:

Realistic Galactic Map based upon official maps

 

Try it out and let me know what you think!

 

UPDATE v1.1 New Fixed Locations and crashes!  Now you can put this map in no matter what mod you have running, just use the galactic conflict scenario.  I had to get rid of the gameconstants, due to my changes in maxhyperspacedistance causing crashes - would've been cool, but oh well :)

 

UPDATE v1.2 Fixed a few minor text entries.

Edited by magnus57
Posted
Umm...I don't mean to put a spanner in the works but....Corellia Isn't In the Central Core....
http://i199.photobucket.com/albums/aa197/knivesdamaster/tags/sith_omguserbar_member.jpg
Posted (edited)

hehehe...yes..I agree...

 

the problem is fitting everything into the space needed..so I had to move coruscant up and to the left a little to compensate...and everything kind of revolves around that...so if you ignore the backdrops, it IS accurate...lol...the real problem is there aren't many planets in the upper left quadrant of the official maps, so there'd be all this empty space up there and mass confusion in the middle

 

If there's a general consensus that it bugs everybody, I'm more than happy to change it and see how that works :)

 

Edit: I decided to update the map - look at the screens and tell me what you think!

Edited by magnus57
Posted
I'd change it. You can scale down the planet models in the galactic map, so you can squeeze more into a smaller area, if thats your problem.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

Posted
I'll be revising this on a steady basis...now that I see it again, it seems that Fresia needs to be moved down and to the left a little...also, ab rae, fondor, thyferra, bestine, and atzerri all need to be moved to the right..let me know if there is anything else that I don't see
Posted
kingdark: thanks for trying the map!  My goal is to steadily add planets and see how pc's handle it.  Right now, I'm trying to get rid of the crashing problems  :-\
Posted
it should be fixed now...dl the files again up top (they're the updated files)...having a problem with tech 2 crash now..let me know if you have any more problems
Posted
hmmm...I don't think that's possible...what you could do is simply play without the xml folder and put it back in whenever you want to play a scenario with my map
Posted
Strange that you cant get them all to fit, i put them in their cannical positions and they fit, and some are VERY far away. Did you remember to increase the size of the map?
http://img20.imageshack.us/img20/3488/zersigef1.jpg
Posted
ehm i have been playing your mod and have to point out that you need to give the rebels more firepower at the start and also change the positions or at least that you can see where the empire planets are. (in the first version you where able to see all occupied planets and see wich side has occupied it i'm not sure where to change it so you see it.. hope this make sense to you?
Posted

Zer: I did not know that you could increase the map size!  Where can I find out how to do that?

 

Kingdark: in version 1.2 you should be able to see most of the enemy planets...unless I didn't put that change in that build...mebbe I didn't...in my most recent version, I gave rebs 18 planets and emps 19 with pirates taking the other few (total 45)..I'll attach that version

 

Currently, I am working up the ability to hyperspace anywhere on the map, and the enemy ai is MUCH better...the only problem is heroes cause crashes, so you will have to play without the heroes...would you guys still be interested in that?

Posted
ahh..I finally figured out that crash...stealth units cause a crash when maximumfleetmovementdistance is increased...the solution is to either take all the stealth units out, make them non stealth, or do without the increase...this means just playing like vanilla, which I find unrealistic..just fyi

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